Does PhysX try and optimise joints?

Zach Griffin

21-02-2009 14:13:47

I'm simulating a chassis using fixed joints, and noticed in the debugRenderer that the bodyJointGroups is rendering the joints strangely. I would have thought the black lines would be the actual joint link between bodies but the lines are definitely not links as they are different from the ones specified. Does PhysX try and group joints and try and optimise the linkages? Is there a way to disable this? The code I am using is this:

node0 = mScene2->createActor("node0", new NxOgre::Sphere(0.1), Vector3(0.5, 1, -0.5), "mass: 4");
node1 = mScene2->createActor("node1", new NxOgre::Sphere(0.1), Vector3(0.5, 1, 0.5), "mass: 4");
node2 = mScene2->createActor("node2", new NxOgre::Sphere(0.1), Vector3(-0.5, 1, -0.5), "mass: 4");
node3 = mScene2->createActor("node3", new NxOgre::Sphere(0.1), Vector3(-0.5, 1, 0.5), "mass: 4");

NxOgre::FixedJoint* beam0;
beam0 = mScene2->createFixedJoint(node0, node1);
NxOgre::FixedJoint* beam1;
beam1 = mScene2->createFixedJoint(node1, node3);
NxOgre::FixedJoint* beam2;
beam2 = mScene2->createFixedJoint(node3, node2);
NxOgre::FixedJoint* beam3;
beam3 = mScene2->createFixedJoint(node2, node0);




The result from the debug renderer: The joints created should form a rectangle shape not a couple of triangles

betajaen

21-02-2009 14:51:51

No, I don't think it does, and I haven't seen any behaviour to indicate otherwise. You could always ask nVidia.